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		[page:Mesh] &rarr;

		<h1>[name]</h1>

		<p class="desc">
			Creates a simulated lens flare that tracks a light.
		</p>

		<h2>Code Example</h2>

		<code>
		const light = new THREE.PointLight( 0xffffff, 1.5, 2000 );

		const textureLoader = new THREE.TextureLoader();

		const textureFlare0 = textureLoader.load( "textures/lensflare/lensflare0.png" );
		const textureFlare1 = textureLoader.load( "textures/lensflare/lensflare2.png" );
		const textureFlare2 = textureLoader.load( "textures/lensflare/lensflare3.png" );

		const lensflare = new Lensflare();

		lensflare.addElement( new LensflareElement( textureFlare0, 512, 0 ) );
		lensflare.addElement( new LensflareElement( textureFlare1, 512, 0 ) );
		lensflare.addElement( new LensflareElement( textureFlare2, 60, 0.6 ) );

		light.add( lensflare );
		</code>

		<h2>Examples</h2>

		<p>
			[example:webgl_lensflares WebGL / lensflares]
		</p>

		<h2>Constructor</h2>


		<h3>LensflareElement( [param:Texture texture], [param:Float size], [param:Float distance], [param:Color color] )</h3>
		<p>
		[page:Texture texture] - THREE.Texture to use for the flare. <br />
		[page:Float size] - (optional) size in pixels <br />
		[page:Float distance] - (optional) (0-1) from light source (0 = at light source) <br />
		[page:Color color] - (optional) the [page:Color] of the lens flare
		</p>

		<h2>Properties</h2>
		<p>See the base [page:Mesh] class for common properties.</p>


		<h2>Source</h2>

		<p>
			[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/objects/Lensflare.js examples/jsm/objects/Lensflare.js]
		</p>
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